The gods of trickery emerge as the enigmatic instigators and agents of mischief, embodying a ceaseless challenge to the norms and conventions that dictate both the divine and mortal realms. These capricious deities revel in their roles as patrons of the rogue, the scoundrel, the gambler, the rebel, and the liberator. With each mischievous smile and cunning twist, they carve out a unique niche within the grand tapestry of existence.
These gods represent a rebellious undercurrent, a reminder that even within the most orderly structures, chaos and unpredictability await. They are the champions of those who defy the status quo, who dance along the precipice of societal norms, and who dare to question authority with a twinkle in their eyes.
Clerics who align themselves with the Trickery Domain are an embodiment of disruption, puncturing the puffed-up pride of the self-righteous, offering biting critiques that expose the vulnerabilities of tyrants, and audaciously liberating those ensnared by unjust systems. With the spirit of a rogue and the heart of a liberator, they rob from the wealthy elite, distribute to the downtrodden, and pave the way for a more equitable world. They are the embodiment of the paradox that is so central to their deities: defying the hollow traditions that seek to suppress, even as they embrace the shadows that offer a realm of limitless potential.
While these clerics are not averse to direct confrontation, their preferred approach is one of cunning and subterfuge. Theirs is a world of pranks and deception, a realm where the art of thievery and illusion takes center stage. As they navigate the complex web of reality, they favor the shadows that hide their intentions, the veils that shroud their motives, and the tricks that weave the very fabric of their existence.
Domain Spells
1st-Level Cleric (Trickery Domain) Feature
You gain the following spells at the listed cleric levels as domain spells.
Blessing of the Trickster
1st-Level Cleric (Trickery Domain) Feature
You can use your action to touch a willing creature to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.
Starting at 11th level, you can use this ability at a range of 30 feet on any willing creature you can see.
Bonus Proficiency
1st-Level Cleric (Trickery Domain) Feature
You gain proficiency in martial weapons. In addition, you gain proficiency in your choice of the Deception or Stealth skills.
Channel Divinity: Invoke Duplicity
2nd-Level Cleric (Trickery Domain) Feature
You can use your Channel Divinity to create an illusory duplicate of yourself.
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). You can cast a spell with concentration while concentrating on this feature, but if you lose your concentration, you lose it on both the feature and the spell. The illusion appears in an unoccupied space that you can see within 30 feet of you. Once per round on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you (no action required).
For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, as a bonus action, you can instantaneously swap places with your illusion if it is within 30 feet of you.
The illusion shares your AC, and if it is hit by an attack, the attacker knows it is an illusion until you swap places with it again.
Domain Channel Divinity: Cloak of Shadows
6th-Level Cleric (Trickery Domain) Feature
You can use your Channel Divinity to vanish.
As a bonus action, you become invisible for 1 minute. You become visible if you attack or cast a spell.
Divine Strike
8th-Level Cleric (Trickery Domain) Feature
You gain the ability to infuse your weapon strikes with poison – a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Improved Duplicity
17th-Level Cleric (Trickery Domain) Feature
You can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet. Additionally, you can swap places with your illusion while it is within 120 feet of you instead of 30 feet.
When both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Deities of the Trickery Domain
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